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Aamrr
Posted - 2010.12.04 03:32:00 - [61]
 

Originally by: Sarac3n
Ok im done playing for the time being heres what ive found and i'll apologise now if they've already been mentioned.

The market list in the bottom left would be more useful if it listed pg/cpu for the mods to aid in squeezing that last bit out of your ship.
Shield and armor mods would be easier to find if there was a sub category for the damage type they protect against eg EM, Therm etc.



For reasons already explained (performance, database queries, whatever you want to call it), we can't implement that feature. It would take too long to load the menus.

Originally by: Sarac3n

Seems you can only add projected effects from the items in the market list...which is fine but we all have skills that are different to the default, so some way of having ship fits side by side that you can drag mods over to the projected box to see how your specific skills would effect it. This would be especially useful for the ships that get a bonus to web/neut amount and things like damps, ecms and tracking disruptors which are all skill dependend.



Actually, you can project entire fittings at a time to project bonused effects. Simply drag the ship from the ship browser window into the projected effects panel.
Originally by: Sarac3n

I also found that the neutralizers when added to projected effects didnt seem to reduce cap drain on the capacitor stats at all,but the nosferatus did. And when i was trying to add different mods to projected effects to see how stats were effected it bugged the fitting window and left it blank so i had to delete it.



We're aware of the issue with neutralizers and are working to fix it. We only noticed it a short while before the release, and we wanted to make sure we hit the deadline for incursions.

Proxyyyy
Caldari
Caldari Provisions
Posted - 2010.12.04 03:50:00 - [62]
 

Why should i choose your product over one that is currently working, and has never failed me?

IS THIS BETTER THAN EFT?

Coradendra Jhalavar
Posted - 2010.12.04 08:12:00 - [63]
 

pyfa doesn't seem to remember being resized... everytime I start the program, I have to resize it again to see all columns without scrollbar.

apart from that, good work :)

Cesar Menage
MenageTech
Posted - 2010.12.04 10:37:00 - [64]
 

Edited by: Cesar Menage on 04/12/2010 10:39:05
why is it trying to get online?
right after I turn it on
my anti virus firewall blocked it

Edit: never mind NOOB moment there forgot about the ipa stuff Laughing

Kadesh Priestess
Scalding Chill
Posted - 2010.12.04 10:45:00 - [65]
 

Originally by: Aamrr
For reasons already explained (performance, database queries, whatever you want to call it), we can't implement that feature. It would take too long to load the menus.
Actually there's number of ways to do this without severe performance hits, but we need to settle the war within our team on the need of this feature and how to implement it (if needed). I find it as must-have too, and requests posted here are just awesome :D

Anddeh McNab
Cadre Assault Force
Posted - 2010.12.04 12:01:00 - [66]
 

Originally by: Aamrr
Originally by: Drexit

I want to be able to assign different characters to different ships at the same time. E.g. see John Doe's DPS piloting his domi, compared to Joe Blow's DPS piloting his apoc. Unfortunately I have to click the ship tab, then reselect the character for that ship.



For that, we'd need to track pilots on a per-ship basis. We can do that, but chose not to use that as the default behavior. We're going to add that to the preferences window.


Does that mean I can't see a ships stats for one char while being fleet boosted by another?

Kadesh Priestess
Scalding Chill
Posted - 2010.12.04 13:07:00 - [67]
 

In current release you can't.

Drebble
Gallente
North Star Networks
The Kadeshi
Posted - 2010.12.04 14:05:00 - [68]
 

Edited by: Drebble on 04/12/2010 14:14:48
Edited by: Drebble on 04/12/2010 14:07:36
Looks very nice! Clean interface and lots of nice features. I really liked how quick it was to set up multiple characters from the same account. Creation and copying of ship setups is also very quick and smooth. A big slice of KLADDKAKA for you, sir!

I was fiddling with a Neut setup and I could not find how much cap I neutralize after skills and ship bonuses. Perhaps show it in the firepower section?

Edit: also it would be nice to see Powergrid and CPU requirements in the module browser, and be able to sort by PG or CPU. When you are working with a tight fit its a hassle to right click each module, select show stats, switch to the right tab and scroll down to PG, and then remember that value as you repeat the procedure for all the other modules in the same category - instant headache.

Edit2: Saw that you are not implementing PG/CPU listing for performance reasons. Surely this cannot be a big issue? Looking up 2 stats for at most 10 or 15 modules? Loading ALL stats for a module takes no time at all when you right click and show module info. I have not worked with Python but I find it hard to believe it would be a problem. And it really is a deal-breaker, it easily outweights the advantages of pyfa vs for example eft.

o7

darth siidiious
Posted - 2010.12.04 15:13:00 - [69]
 

Originally by: crazygirly
I installed Pyfa and it renders the following log dump:

Traceback (most recent call last):
File "run.py", line 56, in <module>
File "sqlalchemy\schema.pyo", line 2119, in create_all
File "sqlalchemy\engine\base.pyo", line 1701, in create
File "sqlalchemy\engine\base.pyo", line 1738, in _run_visitor
File "sqlalchemy\engine\base.pyo", line 1832, in contextual_connect
File "sqlalchemy\pool.pyo", line 192, in connect
File "sqlalchemy\pool.pyo", line 370, in __init__
File "sqlalchemy\pool.pyo", line 214, in get
File "sqlalchemy\pool.pyo", line 600, in do_get
File "sqlalchemy\pool.pyo", line 148, in create_connection
File "sqlalchemy\pool.pyo", line 254, in __init__
File "sqlalchemy\pool.pyo", line 320, in __connect
File "sqlalchemy\engine\strategies.pyo", line 76, in connect
File "sqlalchemy\engine\default.pyo", line 249, in connect
sqlalchemy.exc.OperationalError: (OperationalError) unable to open database file None None

The program never starts...


I get the same error.... anyone here that can help with fixing this? I can't get the program to start :(

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2010.12.04 15:37:00 - [70]
 

Originally by: darth siidiious
Originally by: crazygirly
I installed Pyfa and it renders the following log dump:

Traceback (most recent call last):
File "run.py", line 56, in <module>
File "sqlalchemy\schema.pyo", line 2119, in create_all
File "sqlalchemy\engine\base.pyo", line 1701, in create
File "sqlalchemy\engine\base.pyo", line 1738, in _run_visitor
File "sqlalchemy\engine\base.pyo", line 1832, in contextual_connect
File "sqlalchemy\pool.pyo", line 192, in connect
File "sqlalchemy\pool.pyo", line 370, in __init__
File "sqlalchemy\pool.pyo", line 214, in get
File "sqlalchemy\pool.pyo", line 600, in do_get
File "sqlalchemy\pool.pyo", line 148, in create_connection
File "sqlalchemy\pool.pyo", line 254, in __init__
File "sqlalchemy\pool.pyo", line 320, in __connect
File "sqlalchemy\engine\strategies.pyo", line 76, in connect
File "sqlalchemy\engine\default.pyo", line 249, in connect
sqlalchemy.exc.OperationalError: (OperationalError) unable to open database file None None

The program never starts...


I get the same error.... anyone here that can help with fixing this? I can't get the program to start :(


Please delete ~/.pyfa/ (~ is c:/users/<username>/ on windows 7)

darth siidiious
Posted - 2010.12.04 18:25:00 - [71]
 

Originally by: Sakari Orisi
Originally by: darth siidiious
Originally by: crazygirly
I installed Pyfa and it renders the following log dump:

Traceback (most recent call last):
File "run.py", line 56, in <module>
File "sqlalchemy\schema.pyo", line 2119, in create_all
File "sqlalchemy\engine\base.pyo", line 1701, in create
File "sqlalchemy\engine\base.pyo", line 1738, in _run_visitor
File "sqlalchemy\engine\base.pyo", line 1832, in contextual_connect
File "sqlalchemy\pool.pyo", line 192, in connect
File "sqlalchemy\pool.pyo", line 370, in __init__
File "sqlalchemy\pool.pyo", line 214, in get
File "sqlalchemy\pool.pyo", line 600, in do_get
File "sqlalchemy\pool.pyo", line 148, in create_connection
File "sqlalchemy\pool.pyo", line 254, in __init__
File "sqlalchemy\pool.pyo", line 320, in __connect
File "sqlalchemy\engine\strategies.pyo", line 76, in connect
File "sqlalchemy\engine\default.pyo", line 249, in connect
sqlalchemy.exc.OperationalError: (OperationalError) unable to open database file None None

The program never starts...


I get the same error.... anyone here that can help with fixing this? I can't get the program to start :(


Please if you could explain this a little better i'm not really good with computers. I'm running Windows XP. Still this program isn't working and i can't find that thing you told me to delete :S


Please delete ~/.pyfa/ (~ is c:/users/<username>/ on windows 7)

NoLimit Soldier
Posted - 2010.12.04 18:27:00 - [72]
 

Edited by: NoLimit Soldier on 04/12/2010 18:27:40
Quote:
For reasons already explained (performance, database queries, whatever you want to call it), we can't implement that feature. It would take too long to load the menus.



You need better developers then. You are already pulling all the information when you right click and go into the items info.

If I am reading this right you are pulling the information straight from the EVE client's cache. If this is the case and the bottleneck is pulling that information from the cache just have it pull it once and have it build a solo database that it can access much faster.
Include an "update database" feature for when new patches come out and Yay, performance issues (which this client has seriously) are gone.

**I am not a developer, just a network engineer.

Because honestly, without PG and CPU listed in the module window I can't use this to test out crazy fits. I would say this is your BIGGEST problem.

Oh yea and I can't assign implants to characters for some reason.

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2010.12.04 20:44:00 - [73]
 

Originally by: NoLimit Soldier
Edited by: NoLimit Soldier on 04/12/2010 18:27:40
Quote:
For reasons already explained (performance, database queries, whatever you want to call it), we can't implement that feature. It would take too long to load the menus.



You need better developers then. You are already pulling all the information when you right click and go into the items info.

If I am reading this right you are pulling the information straight from the EVE client's cache. If this is the case and the bottleneck is pulling that information from the cache just have it pull it once and have it build a solo database that it can access much faster.
Include an "update database" feature for when new patches come out and Yay, performance issues (which this client has seriously) are gone.

**I am not a developer, just a network engineer.

Because honestly, without PG and CPU listed in the module window I can't use this to test out crazy fits. I would say this is your BIGGEST problem.

Oh yea and I can't assign implants to characters for some reason.


People seem to misunderstand, the problem is not that pg + cpu take too much time. The current system fetches all attributes at once, always. having to fetch all attribs for every item is quite "slow" (a few ms per item) this all adds up for big queries.

The solution to fix this is of course, quite obvious, don't fetch them all. This is being worked on, but isn't as trivial as just using the existing method, as such, it didn't make the cut for RC1.

Kadesh Priestess
Scalding Chill
Posted - 2010.12.04 20:54:00 - [74]
 

crazygirly and darth siidiious, please provide data on which OS you're using and under which OS account name you were logged on when got this error (what matters here if it's using some non-latin symbols or not, if account name is secret).

Drebble
Gallente
North Star Networks
The Kadeshi
Posted - 2010.12.05 02:07:00 - [75]
 

Originally by: Sakari Orisi
People seem to misunderstand, the problem is not that pg + cpu take too much time. The current system fetches all attributes at once, always. having to fetch all attribs for every item is quite "slow" (a few ms per item) this all adds up for big queries.

The solution to fix this is of course, quite obvious, don't fetch them all. This is being worked on, but isn't as trivial as just using the existing method, as such, it didn't make the cut for RC1.


By all means fetch all attributes at once, just fetch it for a limited number of modules at a time - i.e. when I click on "Reactor Control Units" simply fetch attributes for only the RCUs in the current tab (market/faction/officer/deadspace), and display the CPU/PG values in the list. Should not be more than 10-15 modules that need fetching, 20 at most for some deadspace stuff. This way you can still use the existing method and the total time for the query should be acceptable.

Writing new methods to just get the pg/cpu values is neater of course, it's up to you if that level of optimization is neccessary.



Solicis
Posted - 2010.12.05 02:49:00 - [76]
 

Originally by: Proxyyyy
Why should i choose your product over one that is currently working, and has never failed me?

IS THIS BETTER THAN EFT?


Hasn't this been said/discussed at least 10 times already. For our sake, please pretend to be intelligent.

Murtific
Caldari
Habitual Euthanasia
Pandemic Legion
Posted - 2010.12.05 03:06:00 - [77]
 

I like this, it has good information. But it needs to be as FAST as EFT in the aspect of being able to quickly fit a ship and analyze the data that is on the screen.

Fleet Boosting from other ships needs to be added to the tool big time.

Question 1: Is the module cost data real time??

Question 2: When will fleet boosting be released?

Statement: There's a lot of menus to click through to get to my final selection. EFT has less menus which allows for faster clicking. Make a EFT Warrior version and a newbie version...

Mikial Karlock
Posted - 2010.12.05 03:28:00 - [78]
 

Edited by: Mikial Karlock on 05/12/2010 14:17:11
I installed Pyfa1 on OS 10.5. When it first installed I was able to open the program, but when I tried to open the Character Editor it locked up. I closed the program and tried to open again and it says "pyfa error" and I have to terminate. I tried deleting the program and reinstalling it with only the error coming up again. I downloaded Pyfa again and installed it again with the same results. Any suggestions?

Liang Nuren
Posted - 2010.12.05 03:56:00 - [79]
 

Edited by: Liang Nuren on 05/12/2010 04:07:42
Originally by: Aamrr

For reasons already explained (performance, database queries, whatever you want to call it), we can't implement that feature. It would take too long to load the menus.



/facepalm

Ed:

$ git diff

diff --git a/gui/marketBrowser.py b/gui/marketBrowser.py
index 9067163..8173d13 100644
--- a/gui/marketBrowser.py
+++ b/gui/marketBrowser.py
@@ -198,8 +198,12 @@ class MarketTree(wx.TreeCtrl):
self.marketBrowser.itemView.searching = False

class ItemView(d.Display):
- DEFAULT_COLS = ["Base Icon",
- "Base Name"]
+ DEFAULT_COLS = [
+ "Base Icon",
+ "Base Name",
+ "attr:power",
+ "attr:cpu",
+ ]

def __init__(self, parent, marketBrowser):
d.Display.__init__(self, parent)


No performance issues.
Now the problem is with the width of the name column. But thats fixable.

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2010.12.05 08:54:00 - [80]
 

Originally by: Liang Nuren
Edited by: Liang Nuren on 05/12/2010 04:07:42
Originally by: Aamrr

For reasons already explained (performance, database queries, whatever you want to call it), we can't implement that feature. It would take too long to load the menus.



/facepalm

Ed:

$ git diff

diff --git a/gui/marketBrowser.py b/gui/marketBrowser.py
index 9067163..8173d13 100644
--- a/gui/marketBrowser.py
+++ b/gui/marketBrowser.py
@@ -198,8 +198,12 @@ class MarketTree(wx.TreeCtrl):
self.marketBrowser.itemView.searching = False

class ItemView(d.Display):
- DEFAULT_COLS = ["Base Icon",
- "Base Name"]
+ DEFAULT_COLS = [
+ "Base Icon",
+ "Base Name",
+ "attr:power",
+ "attr:cpu",
+ ]

def __init__(self, parent, marketBrowser):
d.Display.__init__(self, parent)


No performance issues.
Now the problem is with the width of the name column. But thats fixable.


Try searching for "shi" or big queries like that one.

Liang Nuren
Posted - 2010.12.05 09:12:00 - [81]
 

Edited by: Liang Nuren on 05/12/2010 09:13:20
Originally by: Sakari Orisi
Try searching for "shi" or big queries like that one.


What is it, exactly, that you want me to see? The patch works, and does what its supposed to do without a performance hit that I could see on my somewhat underpowered laptop. A file and line number please, because a few minutes of playing with ack, and then find | grep wasn't revealing.

-Liang

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2010.12.05 09:47:00 - [82]
 

Originally by: Liang Nuren
Edited by: Liang Nuren on 05/12/2010 09:13:20
Originally by: Sakari Orisi
Try searching for "shi" or big queries like that one.


What is it, exactly, that you want me to see? The patch works, and does what its supposed to do without a performance hit that I could see on my somewhat underpowered laptop. A file and line number please, because a few minutes of playing with ack, and then find | grep wasn't revealing.

-Liang


No, no, type "shi" in the market search box with your patch active. It will take about 2 seconds instead of being instant. Which is, imo, too long.

thorax spartan
Deserted ExPats
Posted - 2010.12.05 10:59:00 - [83]
 

Edited by: thorax spartan on 05/12/2010 12:54:17
awesome tool gents wd gona have aplay with it later on




thor
ps will report any bug etc if any that is :)


ok i have been playing with the prog and so far i can see its great, i do have a couple probs(more than likely me though) is there a way i can save a fit as a image to save to save photobucket etc so they are easyly linkable?
also how do i select to see the projected effects from the gang links on a cs?



many thanx

Jaari Val'Dara
Caldari
Deep Space Nomads Corp
Posted - 2010.12.05 14:32:00 - [84]
 

Edited by: Jaari Val''Dara on 05/12/2010 14:33:29
Few notes:

1. I cant seem to find total tank, only passive recharge and active boost. I know I could add those numbers, but it is hard :D
2. I can't manually edit module prices.
3. It would be nice if I could separate high slots, from med slots, from low slots. Like it is possible in EFT.

If those 3 things were changed I would switch from EFT.

Aamrr
Posted - 2010.12.05 17:04:00 - [85]
 

Originally by: Jaari Val'Dara

1. I cant seem to find total tank, only passive recharge and active boost. I know I could add those numbers, but it is hard :D



Realistically, most ships will never use their active and passive regen together. For any competently fitted active tanking ship, retaining a high capacitor regen is more important than retaining high shield regen. As a result, you will almost never be sitting right at that 25-30% point where you see that passive tank.

The number that EFT quotes for shield tanks is deceptive and shouldn't be used. This decision was deliberate, in order to make people think about whether their passive recharge matters to an active shield tanker. 90% of the time, it doesn't, and the listed values are more important.

Also, it's addition for fsck's sake! I'll make a tooltip to calculate a quotient for unprobabeility, but this is ridiculous.
Originally by: Jaari Val'Dara

2. I can't manually edit module prices.

Hrm. This could be doable within the right click contextual menu, I think? Nice feature suggestion.
Originally by: Jaari Val'Dara

3. It would be nice if I could separate high slots, from med slots, from low slots. Like it is possible in EFT.



This has been a feature we've been trying to implement for a long time. The difficulty is that the window we use to list our modules is an abstraction meant to work on all three platforms. As such, while the individual operating systems all have separators, the libraries we use to work with them cross-platform don't support that feature. Long story short, we're looking into it. Confused

Aamrr
Posted - 2010.12.05 17:06:00 - [86]
 

Originally by: thorax spartan

ok i have been playing with the prog and so far i can see its great, i do have a couple probs(more than likely me though) is there a way i can save a fit as a image to save to save photobucket etc so they are easyly linkable?
also how do i select to see the projected effects from the gang links on a cs?


Save a fit as an image? Isn't there a key for that? (printscreen).

And gang link effects are currently being developed. The menu was hidden for the release candidate, as it's not ready yet. It will appear next to the ship and market browsers.

Jaari Val'Dara
Caldari
Deep Space Nomads Corp
Posted - 2010.12.05 18:54:00 - [87]
 

One more thing, I cant add implants to my character.

Sakari Orisi
BIG
Gentlemen's Agreement
Posted - 2010.12.05 23:22:00 - [88]
 

Originally by: Jaari Val'Dara
One more thing, I cant add implants to my character.


This was fixed already and the fix will be included in the next RC

Induc
Amarr
Posted - 2010.12.06 01:31:00 - [89]
 

Very nice, I have one problem with projected effects though.
Adding a fit with gang links to the projected effects tab doesn't seem to do anything, this is one thing that makes EFT suck, would be nice if it would be possible here.

Also, being able to toggle projected effects on and off would be nice too.

Liang Nuren
Posted - 2010.12.06 03:00:00 - [90]
 

Originally by: Aamrr
Save a fit as an image? Isn't there a key for that? (printscreen)


The reasons people are asking for this:
- EFT does it, and people obviously use it.
- So that it only captures the appropriate part of the screen
- So that they don't have to load their image up and crop it
- So that they don't have to manipulate it
- So that they don't have to remember what size EFT makes it

But yeah, the printscreen function does all that by default.

-Liang


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